Duration cards are orange because they need to be distinguished from other cards during the cleanup phase. I feel like "In games using this" clauses should be better distinguished in the same way. There is precedent for creating a new type for a function that already exists: Lost in the Woods behaves exactly like an artifact.

The Automatic TypeThe stuff below the line happens if the card is in the supply. Now let's do some crazy stuff with it!

Megachurch does not specify from where the Megachurch is supposed to come. Gain to hand?Nomadic Tribe seemed pretty degenerate. Note that Inn could be a $4 without the on-gain effect and topdecking is far worse than discarding.Underground Witch is better than Familiar and thus far too strong.

Work TypeWork cards remain in play each Clean-Up until they have been worked sufficiently as indicated by the Work card. During Clean-Up, a card with "-3 Work-" on it is only discarded if it has been worked 3 times.During your Action phase whenever you could play an Action, if you have any Work cards in play that have not met their Work count, you may "Work" that card by spending a +action and placing a Work token onto the card. You may work any number of work cards as much as you want in a turn (so long as you have +actions to spend and the card can take more work). Work tokens remain on the card until is discarded during a Clean-Up phase.

MetropolisTypes: Action, WorkCost: $5While this is in play at the start of your turn: +1 Action.-1 Work- When you work this, reveal your hand. +1 Card per differently named card revealed.

Builder is like a Woodcutter, but you need to spend +actions for the +Buy. It could provide early economy and then sit out of your deck until you need the +Buys if you wanted.Heir is a powerful draw that requires you to spend 3 extra +actions to get it back into your deck. Or just use it as a one-shot and put +actions into it for up to 2VP (an Heir with 3 Work tokens on it will be discarded the Clean-Up before the game ends and is therefore worth 0VP).Metropolis can sit in play like a cross between Hireling and Barracks. Pop that +action now for a draw with a bunch of variety. Pop it later for a game-finishing turn.

Fundamentally, these are similar to Reserve cards. Their ability to be triggered multiple times, and the fact that they remain in play makes them more flexible and provides different effects, considerations, and combos. Oh, and you have to spend Actions to work them instead of having different calling conditions, doodleduh.

The Princesses are six differently-named unique cards that are not in the supply, but can be gained by buying Marriage.

Princess Sunnycost $6P - Action - Princess - DurationAt the start of each of your turns for the rest of the game: +3 Cards +2 Cards(This is not in Supply. This stays in play.)

Princess Starsapphirecost $6P - Action - Princess - DurationAt the start of each of your turns for the rest of the game: +2 Buys---While this is in play, during your turns, cards (everywhere) costs $2 less (but not less than $0).(This is not in Supply. This stays in play.)

Princess Lunacost $6P - Victory - PrincessWorth 2vp per an Estate you have.---When you gain this, gain up to 5 Estates.(This is not in Supply.)

Princess Alicecost $6P - Action - Princess - DurationAt the start of each of your turns for the rest of the game: you may discard your hand for +5 Cards.(This is not in Supply. This stays in play.)

Princess Lilycost $6P - Princess - DurationWhen you gain this, put this in play, and take 1 extra turn per a Marriage token on Marriage.(This is not in Supply. This stays in play.)

Princess Bellcost $6P - Action - Princess - DurationAt the start of each of your turns for the rest of the game: Look through your discard pile and put one into your hand.(This is not in Supply. This stays in play.)

They look pretty imbalanced. +3 Cards is better than a Mountain Village effect. And the mulligan/Guide effect of Alice is extremely weak in comparison.The general idea is good though and the Potion cost makes it less automatic than Citadel.

During your Action phase when you could play an Action, if you have any Work cards in play that have not met their Work count, you may "Work" that card by spending a +action and placing a Work token onto the card.

Series cards:Cards with the Series type are to be used in a Dominion series. A series is multiple games of Dominion (usually 3-7 games) played in a row, where points are added after each game and the player with the most points at the end of the series is the winner.

2 Series cards are added per game in the series. (Example: A series with 3 games will have 6 Series cards added.) These cards are in their own Series card area and are independent of each game (i.e. these piles are not cleaned up at the end of a game). 2 Series cards are added from the Series card area to each game after the game setup. All Series cards are visible throughout the series, but only Series cards added to the game can be gained. Some Series cards care about how a player is performing in the series, so having the cards visible helps with a players overall series strategy.

This does not encompass the full rules for Dominion series play, but it is hopefully enough to understand the following cards.

Sample Cards:

Note: I totally took the name/artwork for Scribe from Asper! I'll likely rename it later.

Duration cards are orange because they need to be distinguished from other cards during the cleanup phase. I feel like "In games using this" clauses should be better distinguished in the same way. There is precedent for creating a new type for a function that already exists: Lost in the Woods behaves exactly like an artifact.

The Automatic TypeThe stuff below the line happens if the card is in the supply. Now let's do some crazy stuff with it!

I had a similar idea, but I was focusing purely on negative effects to players while that Supply pile still had cards. Giving them a 'Monster' type seemed appropriate. Cool to see another player going for this. Good luck!

Do you have to get in last place to have "lost the last game this series," or is losing just not getting first?

Correct, losing is not getting first. So in a 3 player game, the players who got 2nd and 3rd place would get the reduced price on Escort the next game. If all players tied then nobody would get the reduced price the next game. If Escort is chosen to be in the first game of the series, then technically no players lost the last game as there was no last game and thus no reduced price for anyone.

I'm not quite happy with that last bit, but it would be tedious to add extra text just to address it. Thanks for the question!

Do you have to get in last place to have "lost the last game this series," or is losing just not getting first?

Correct, losing is not getting first. So in a 3 player game, the players who got 2nd and 3rd place would get the reduced price on Escort the next game. If all players tied then nobody would get the reduced price the next game. If Escort is chosen to be in the first game of the series, then technically no players lost the last game as there was no last game and thus no reduced price for anyone.

I'm not quite happy with that last bit, but it would be tedious to add extra text just to address it. Thanks for the question!

I think that it would be clearer if it said "if you did not win the last game this series" instead (also, just grammatically, it should say "this costs 1 debt less" rather than "this cost 1 debt less").

Do you have to get in last place to have "lost the last game this series," or is losing just not getting first?

Correct, losing is not getting first. So in a 3 player game, the players who got 2nd and 3rd place would get the reduced price on Escort the next game. If all players tied then nobody would get the reduced price the next game. If Escort is chosen to be in the first game of the series, then technically no players lost the last game as there was no last game and thus no reduced price for anyone.

I'm not quite happy with that last bit, but it would be tedious to add extra text just to address it. Thanks for the question!

I think that it would be clearer if it said "if you did not win the last game this series" instead (also, just grammatically, it should say "this costs 1 debt less" rather than "this cost 1 debt less").

Agreed. This will be slightly more clear and inline with how other Dominion cards are worded. Thanks for the feedback!

When one or more Fame cards are in the kingdom, each player gets their own Fame mat. Fame mats track a number of "Feats" you can achieve during the game, and Fame cards become better the more of those you achieved. Whenever you achive a Feat, e.g. gain a Gold, you cover up the Feat on the board with a coin token. However, to achieve a Feat, not only must you fulfill the Feat's condition, but at the time you do, the Feat must be either one from the bottom row, or reachable by an arrow coming from an already achieved Feat (sort of like a skill tree).

Still not entirely sure about that "draw your deck" Feat, suggestions are welcome.

Yeah, probably. It had for the longest time. In fact, it has in my thread. When I came up with Impostor, I moved the buy from here to there to help that one out a bit. But I admit, it's not the greatest reason to make a card weaker. On the other hand, it can generate up to +$5 on every board, which isn't exactly bad, is it? Here's an alt version I considered posting before sticking with the vanillaish one:

This idea is awesome!IMO the top feat should be something different. It is pretty likely that by the time you are that high on your feat tree, you'll be buying a province regardless. Maybe that's what you want, and time is the real obstacle, not deciding whether it is worth it or not. If so, please ignore me. But I think it would be more interesting if you had to decide between doing something good for your feat cards or doing something good for the rest of the game. Buying a Province will probably be a no brainer.

What if it was something like "Bought a curse" or "Gained two Coppers" or "Ended your turn without buying a card"?

The entirety of each player’s Queue pile is face down except for the topmost card, and you can only look at the topmost card of a given queue pile. During the appropriate phase, you may play the top card of your Queue pile (this costs an Action during your Action phase). Unless stated otherwise, cards played this way are discarded as normal at end of turn. Each player starts with a Borough, Royal Library, and Marketplace shuffled into their Queue piles.

You only use the Queue pile mechanic when at least one card in the Kingdom has the Queue type.

I would imagine that, as the wording currently is, since both effects have the same trigger, you get to choose which effect happens first. Since both effects involve moving the card, the other effect then loses track. Therefore, Scheme can still work (except on Maid, because its trigger is different).

If Gubump wants them to not work with Scheme, then the wording should be "when you would discard this from play". I don't know what the intention is, though.

I would imagine that, as the wording currently is, since both effects have the same trigger, you get to choose which effect happens first. Since both effects involve moving the card, the other effect then loses track. Therefore, Scheme can still work (except on Maid, because its trigger is different).

If Gubump wants them to not work with Scheme, then the wording should be "when you would discard this from play". I don't know what the intention is, though.

The Queue type is quite interesting. One thing to keep in mind is to always mentally add +1 Card as you do not have to draw into the cards in your Queue pile.

Henchman could be implemented like Hireling, with the difference being that it provides +2 Actions and +1 Buy one turn earlier, i.e. on play.Maid seems too weak, it is barely better than Bridge/Sacred Groove and you have to go through all the junk cards in your Queue pile to make it work.Student seems better, if you don't want to dig through your Queue pile it is at least a one-shot (instead of a two shot).

When one or more Fame cards are in the kingdom, each player gets their own Fame mat. Fame mats track a number of "Feats" you can achieve during the game, and Fame cards become better the more of those you achieved. Whenever you achive a Feat, e.g. gain a Gold, you cover up the Feat on the board with a coin token. However, to achieve a Feat, not only must you fulfill the Feat's condition, but at the time you do, the Feat must be either one from the bottom row, or reachable by an arrow coming from an already achieved Feat (sort of like a skill tree).

Love the idea. But I feel like some cards should care about more than just how many feats you achieved, if you want to have the feats be a "tree" with a set order. If "Gain a Province" doesn't count as any better than "Gain a Duchy", then why bother restricting when you can do it? It's already harder to gain a Province early anyway. If you had a card that said "if you have achieved the Gain a Province Feat, then ..." then it would make it so that the top feat is something you feel rewarded for having worked towards, instead of it just being 1 additional Feat.

When one or more Fame cards are in the kingdom, each player gets their own Fame mat. Fame mats track a number of "Feats" you can achieve during the game, and Fame cards become better the more of those you achieved. Whenever you achive a Feat, e.g. gain a Gold, you cover up the Feat on the board with a coin token. However, to achieve a Feat, not onlym ust they fulfill the Feat's condition, but at the time they did so, the Feat must be either one from the bottom row, or reachable by an arrow coming from an already achieved Feat (sort of like a skill tree).

Still not entirely sure about that "draw your deck" Feat, suggestions are welcome.

I don't think it's necessarily a bad thing that one of the Feats is board dependant but it does feel kind of off in some way with only one being like that. The only thing I could think of to replace it was something Magic Lampy, counting non-duplicate cards in play, not sure what exact numbers could be appropriate.

I'm not sure I like that you can achieve the other Feats before you pick up a Fame card. It seems kind of cheesy that you can achieve the other 5 Feats and then only bother to pick up the Fame card when it's already really strong, but maybe I'm underestimating how much you have to go out of your way to get those Feats. It would seem more natural to me to have the Fame board be inverted so there's only the "Gained a Fame" feat on the bottom row, but I'm sure you've thought much more about this than I have and there's a good reason behind it being the way that it is.

Pawn Shop seems like it might be broken to me? Once you get to 5 feats it lets you discard 3 cards to gain a Province and it seems to enable the Duchy and Gold gaining feats pretty well itself. Actually it also kind of enables the $2 feat too because you should be able to discard some things and be left with $2 without missing out on too much. I guess I just think that a card that can gain Provinces without having to combo with any other cards is not a good idea.